Each spell costs (3) more to play except during its controller's turn.
|Have (3)||, gildan_bladeborn , metalmagic|
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|Commander / EDH||Legal|
Defense Grid occurrence in decks from the last year
Latest Decks as Commander
Defense Grid Discussion
5 days ago
Super cool! My list is fairly similar. I am currently running 41 nonlands, with 4 mainboard Leyline of Sanctity because the deck just cripples to the really popular RB decks right now. It's worked decently well so far.
I wanted to ask what you think about Defense Grid? I think the other hardest thing (putting aside Jund) for this deck is counter spells, and that seems like a good cheap way to help. Have you ever tried it?
1 week ago
3 weeks ago
Right, Keqing420. I forgot gutteral is red/green. Thank you for pointing that out.
1 month ago
channelfireball12345 I hear your concern, and I understand where you're coming from. The problem is, this is a land destruction deck, and there's no instant speed land destruction. If you know of a card that fits into the colors and allows sorceries to be cast at instant speed, let me know. I don't think there is.
I learned long ago that for a land destruction deck to work, there has to be a lot of land destruction cards in it. Like A Lot. If an opponent gets to 4 lands, something is wrong. It's particularly tricky in commander. So I not only packed this deck full to the brim with it, I also stuck in various tax spells for further consternation. Between those elements and all the rocks and dorks, there's really no room for much of anything else. The end result, though, is a deck that mostly can handle any problems during my main phases. The only thing that could get me would be a low-cost infinite combo, to which I reply "good luck having the resources to pull it off."
I've really only included any enchantment and artifact hate if it also kills land, for the same reason stated above. Lack of creature hate is an issue, but again, good luck casting the big bois without any lands. Honestly, if there was a Simic commander with Partner that helped the deck more than Gilarna, I would have In the Eye of Chaos for sure. But I do have things like Price of Glory and Defense Grid to put myself on the level with decks that rely heavily on instant speed casting.
TL;DR lack of instant speed is not a problem for me.
1 month ago
After your suggestion, I had a game where Defense Grid came up short because it was late game. So I greatly appreciate it.
2 months ago
How to Play:
Early game (Turns 1-4):
Ramp: Try to have a hand of 2-3 lands/ramping cards. Opening hand should have a cheap ramp to bring out Purphoros, God of the Forge by turn 2-4.
Set up field: If you have a control or ramp card, put it out. You want to protect your Commander and set up for a fight. Try not to bring out any token ramp cards until Purphoros, God of the Forge is out, pretty simple.
Bring out Purphoros, God of the Forge. Watch your devotion stay below 5 and especially your opponent is playing , and has untapped mana!
Create all the tokens!
You should be winning and only need Purphoros, God of the Forge ability to set off 20 times (in a 40 life game). You need to be aggressive, because in multiplayer games, you will be the target. Purphoros, God of the Forge is not a great diplomat.
Late Game (+13):
Infinite Combos with cards like Kiki-Jiki, Mirror Breaker.
-Ensnaring Bridge: severely limits creature attacks since keeping a decent sized hand can be difficult with the low mana cost of the deck
-Glacial Chasm: In the event that something go's awry, you can use Glacial Chasm for a couple rounds to prevent damage to you while setting up your board so you can sacrifice it.
-Wheel of Fortune: Wheels and other cards similar help both you in getting the cards you need, as well as controlling the opponents because they have to cycle their hand as well, potentially taking away their vital plays.
-Defense Grid: Making your opponent pay more mana in order to play out of turn.
-Price of Glory: Makes your opponent destroy whatever lands they used out of turn.
-Meekstone: Inhibits larger creatures from attacking.
-Grafdigger's Cage: prevents players that depend on playing from their graveyard/library.
None of the boardwipe cards will affect Purphoros even as a creature since he's indestructable
-Price of Glory mitigates people playing out of turn by costing them land sources that they tapped.
Adding these, in addition to your Purphoros, God of the Forge trigger will make him much more potent. You definitely will not be a diplomat at the table and will be targeted with extreme prejudice!
-Impact Tremors: Basically does the same thing as Purphoros, God of the Forge, except for 1 damage instead of 2. Can be added to Purphoros, God of the Forge trigger for additional damage. It's also a good substitute in the event that you can't cast Purphoros, God of the Forge for whatever reason
-Panharmonicon: Makes your ETB triggers activate a 2nd time
-Fiery Emancipation: makes sources you control deal triple their normal damage. Purphoros, God of the Forge would deal 6 damage per creature before adding anything like Impact Tremors or Panharmonicon. If Purphoros, God of the Forge is actually a creature, he's swinging for coup de grâce and dealing all 21 commander damage to the opponent if you use his ability 1 time.
-Chandra's Spitfire: Every time Purphoros, God of the Forge or Hellrider would deal damage to an opponent, this creature gets an additional +3/0. If you're playing a 4 player game, 1 trigger from Purphoros, God of the Forge gives Chandra's Spitfire a +9/0. Couple that with Hellrider and it gets really bad, really quick!
Infinite Combo / Win Conditions:
-Dualcaster Mage+Heat Shimmer / Twinflame: Heat Shimmer or Twinflame targets a creature. While on stack, use Dualcaster Mage to target Heat Shimmer. In turn the Dualcaster Mage will make a copy of Heat Shimmer which targets and makes a copy of Dualcaster Mage...
-Basilisk Collar+Goblin Sharpshooter: Goblin Sharpshooter targets a creature with his ability once Basilisk Collaris equipped, killing the targeted creature, which untaps Goblin Sharpshooter. Repeat until enemy board is cleared.
-Extraplanar Lens+Mountain: Use Snow-Covered Mountain or Mountain in your deck and get it "Imprinted" by the Lens. Snow-Covered Mountain are preferred because they aren't played as much as the basic Mountain, doing so means that only you (theoretically) can benefit for twice the amount of land on turn 3. It's sort of fragile, because having your Lens blown up on you (and it will be a big target) means being behind the curve.
-Basalt Monolith+Rings of Brighthearth: Tap Basalt Monolith to add 3 to your mana pool. Untap it using its own activate ability. Copy the ability using the Rings of Brighthearth trigger. You will start to make 6 using 5 (3 to untap and 2 to copy). Keep doing it for infinite mana.
2 months ago
2 months ago
I love creative builds like this one. It looks annoying as shyt to deal with, haha...
If I were to make a suggestion, it would be to add in things that make it more difficult for your opponent(s) to do anything with the time they're allotted before this deck begins to smash face. I wouldn't expect that you could fit all of the following in there, but here's some examples of what I'm talking about:
And then, also, Braid of Fire, since Jhoira can be activated during your upkeep.
I furthermore think that you would benefit from wheel effects, because I envision that you run out of cards in hand pretty quickly. I won't list them all, because I assume you're familiar with the best of them.